Toshi
October 7th, 2003, 11:51 AM
Toshi's Katana Mod v1.0
This modification changes the functionality of the Katana swords, introduced by your friends at Co8 in their 1.0.0 patch.
Summary of Changes
Damage Adjusted to 1d10 /19-20x2
Damage used is v3.5 standard as per the DMG
Katana now uses Exotic Weapon Proficiency to mirror rules listed in 3.5 DMG
One-Handed or Two-Handed wielding style available
Mod test up to 6th level - Enchantment and Customization of the Katana with Craft Skills appears to remain unchanged and is working as intended
Katana Rules Description
The Katana damage has been adjusted to the damage and critical range values listed in the 3.5 DMG. 1d10 / 19-20 x2
Exotic Weapon Proficiency: Bastard Sword is now required
for the Katana to be wielded normally.
Bastard Sword proficiency was used as it was the closest
approximation to the Katana sword in the available list of
proficiencies - Please no arm chair fencers, "sword-smiths", or know it alls - If you don't like it, don't download it.
Mod Notes and Advisories
There are two separate Protos.tab in the zip archive - a One-Handed version and Two-Handed version of the Katana sword.
Backup your existing Protos.tab - you should have one if you installed Co8 v1.0.0. If you have not installed Co8 v1.0.0, WTF is wrong with you man!?!? Go Get it!
Extract the Protos.tab you wish to use to your /%Greyhawk%/data/rules/ folder. You should backup for existing Protos.tab before hand.
The One-Handed version of the Katana Mod is wielded similar to a Longsword and uses the One-Handed sword critical animation. On a critical strike the character model does a jumping-turning-downward slash on the target.This animation is especially sweet on a downed/prone opponent and marries well with the Improved Trip feat. This version allows you to dual-wield your Katana, which may or may not be cheese, but is an option all the same.
The Two-Handed version of the Katana Mod is wielded in both hands (really Toshi?). This is probably the more "realistic" version of the mod. This version has the more consistent/believable normal strikes. I personally dislike the critical animation for this version. On a Critical Strike, the wielder pulls the sword over his head, rears back, and leans into the target - similar to my 1/2 Ork Barbarian with his Two-Handed Hammer. This version does not permit dual wielding of the sword (I never DW a Katana, it's just personal preference in my pursuit of anti-Dritz and/or anti-cheese).
WARNING - After installing either version of the mod, any character you have wielding a Katana may suck in melee with it. That is because the sword now requires Exotic: Bastard Sword to function at normal efficiency
Why Bastard Sword? - I used the Exotic:Bastard Sword Proficiency since it is a unique/different blade to wield (weight, balance) and is a Hand and a Half sword. A Katana meets these criterion as well. It is the proficiency available in-game that mimics the Katana IMO. Making the Katana a martial weapon is unbalancing for me, as it there would be nothing to counter or balance the improved damage and elegance of the sword. Instead of the Katana being a unique roleplaying tools to add panache, it would quickly become the Flavor of the month sword and put me to sleep with 1000's of Gen-Y Drow lovers acting out their Dritz fantasies with a better sword. (Yes, I HATE DRITZ, don't email me about it :P )
If someone wants to add a feat for Katana Proficiency, please get with me, but until then, Bastard Sword shall suffice.
Props to Co8 for gathering, organizing, and sponsoring the mod community. Without their efforts, tools, and positive energy, mods like this one probably would not happen and certainly would not get noticed.
If anyone needs to contact me, you may do so using the contact information on the website.
Download Toshi's Katana Mod v1.0: http://toee.ret-guild.net
- T
This modification changes the functionality of the Katana swords, introduced by your friends at Co8 in their 1.0.0 patch.
Summary of Changes
Damage Adjusted to 1d10 /19-20x2
Damage used is v3.5 standard as per the DMG
Katana now uses Exotic Weapon Proficiency to mirror rules listed in 3.5 DMG
One-Handed or Two-Handed wielding style available
Mod test up to 6th level - Enchantment and Customization of the Katana with Craft Skills appears to remain unchanged and is working as intended
Katana Rules Description
The Katana damage has been adjusted to the damage and critical range values listed in the 3.5 DMG. 1d10 / 19-20 x2
Exotic Weapon Proficiency: Bastard Sword is now required
for the Katana to be wielded normally.
Bastard Sword proficiency was used as it was the closest
approximation to the Katana sword in the available list of
proficiencies - Please no arm chair fencers, "sword-smiths", or know it alls - If you don't like it, don't download it.
Mod Notes and Advisories
There are two separate Protos.tab in the zip archive - a One-Handed version and Two-Handed version of the Katana sword.
Backup your existing Protos.tab - you should have one if you installed Co8 v1.0.0. If you have not installed Co8 v1.0.0, WTF is wrong with you man!?!? Go Get it!
Extract the Protos.tab you wish to use to your /%Greyhawk%/data/rules/ folder. You should backup for existing Protos.tab before hand.
The One-Handed version of the Katana Mod is wielded similar to a Longsword and uses the One-Handed sword critical animation. On a critical strike the character model does a jumping-turning-downward slash on the target.This animation is especially sweet on a downed/prone opponent and marries well with the Improved Trip feat. This version allows you to dual-wield your Katana, which may or may not be cheese, but is an option all the same.
The Two-Handed version of the Katana Mod is wielded in both hands (really Toshi?). This is probably the more "realistic" version of the mod. This version has the more consistent/believable normal strikes. I personally dislike the critical animation for this version. On a Critical Strike, the wielder pulls the sword over his head, rears back, and leans into the target - similar to my 1/2 Ork Barbarian with his Two-Handed Hammer. This version does not permit dual wielding of the sword (I never DW a Katana, it's just personal preference in my pursuit of anti-Dritz and/or anti-cheese).
WARNING - After installing either version of the mod, any character you have wielding a Katana may suck in melee with it. That is because the sword now requires Exotic: Bastard Sword to function at normal efficiency
Why Bastard Sword? - I used the Exotic:Bastard Sword Proficiency since it is a unique/different blade to wield (weight, balance) and is a Hand and a Half sword. A Katana meets these criterion as well. It is the proficiency available in-game that mimics the Katana IMO. Making the Katana a martial weapon is unbalancing for me, as it there would be nothing to counter or balance the improved damage and elegance of the sword. Instead of the Katana being a unique roleplaying tools to add panache, it would quickly become the Flavor of the month sword and put me to sleep with 1000's of Gen-Y Drow lovers acting out their Dritz fantasies with a better sword. (Yes, I HATE DRITZ, don't email me about it :P )
If someone wants to add a feat for Katana Proficiency, please get with me, but until then, Bastard Sword shall suffice.
Props to Co8 for gathering, organizing, and sponsoring the mod community. Without their efforts, tools, and positive energy, mods like this one probably would not happen and certainly would not get noticed.
If anyone needs to contact me, you may do so using the contact information on the website.
Download Toshi's Katana Mod v1.0: http://toee.ret-guild.net
- T